NightroModzz Posted July 22, 2017 Posted July 22, 2017 Okay, here are the before and after pics. Just need to finish fixing the seams on the lower part of the mouth, touch it up a bit, and need the okay on the design.
NightroModzz Posted July 23, 2017 Posted July 23, 2017 Okay, this is the before (on the left) and after and is what I'm considering final with some very minor changes, unless Bad Dog has something to say. Haven't been on for quite some time from your usual daily, hah Bad Dog. I don't know if your playing dead somewhere or if your mother Naughty Dog has you in time out, but waiting for your response and will be getting started on the females.
Blaze69 Posted July 23, 2017 Posted July 23, 2017 [...] I recall BadDog mentioning he won't be able to work on anything before Sunday, so I assume he knew he would be gone until then (probably due to RL stuff) and that's why he hasn't been online since. I wouldn't worry, at least not yet . About the heads, they look great ! Really looking forward to females too.
NightroModzz Posted July 23, 2017 Posted July 23, 2017 [...] I recall BadDog mentioning he won't be able to work on anything before Sunday, so I assume he knew he would be gone until then (probably due to RL stuff) and that's why he hasn't been online since. I wouldn't worry, at least not yet . About the heads, they look great ! Really looking forward to females too. Really, I just wanted to make a joke about his naughty mother. It's been on my to-do list for quite some time.
Bad Dog Posted July 23, 2017 Author Posted July 23, 2017 Really, I just wanted to make a joke about his naughty mother. It's been on my to-do list for quite some time. LOL. I was out for RL until today. The heads look really good. Two comments--could the muzzles be a touch longer for a lion vs. other big cat look? And I associate lions with a sort of blunt finish to the muzzle in the upper lip area as opposed to the more rounded look. Consider that but then give me what you like. Those look great already.
NightroModzz Posted July 23, 2017 Posted July 23, 2017 The heads look really good. Two comments--could the muzzles be a touch longer for a lion vs. other big cat look? And I associate lions with a sort of blunt finish to the muzzle in the upper lip area as opposed to the more rounded look. Consider that but then give me what you like. Those look great already. I did make it longer, but is a bit shorter than yours. I'll see what I can do.
NightroModzz Posted July 24, 2017 Posted July 24, 2017 Hows this edit? I extended the snout a bit from 2 different polly sections, widened the sides of the snout a bit, widened the nose a bit, lowered the chin/jaw, widened the neck under the jaw line a bit, lowered the upper lips, and lowered the upper bottom half of the ears a bit.
Bad Dog Posted July 24, 2017 Author Posted July 24, 2017 Yes yes yes. Just a slightly more brutish character. I like.
NightroModzz Posted July 24, 2017 Posted July 24, 2017 @Bad Dog Question: When you do upload the new stand alone races, or hopefully an All-In-One - "Khajiit Sub-Races" mod with a single plugin (less or single .esp) if possible. ;) The races will technically be khajiits, so will they still be identified as khajiits by NPCs so that it remains lore/player friendely? EDIT: Also IIRC, Blaze mentioned before that it's possible to have a texture slider or something similar when I asked, but not multiple normal maps per-race. Maybe it would be a good idea to have a texture slider per-sub race for Racemenu just in case people make new textures for each sub-race and can swap them in game by just dropping the texture in a specified folder. It's something I'm gonna want to add in "Khajiit Overhaul" and got the idea from "Moonlight Tales." Accept that mod does it in an MC menu. EDIT2: @Blaze69 Maybe once most of the Shark race is finished like the full body model, you can add something like that too. Such as having the option to switch between textures like a leopard shark for example.
Bad Dog Posted July 25, 2017 Author Posted July 25, 2017 I'm not entirely sure what you're trying to accomplish, but I don't think it's entirely doable. I was thinking to upload the new races either as an entirely new race, which is pretty typical, in which case only the PC gets to be the new race. Or I could do like the Unique TIger where the PC gets the new appearance but is still treated as a khajiit by everyone else. I don't know how to make a sub-race where the NPCs can have the new appearance and still be khajiits. It is possible to have a range of head textures (diffuse and normal) which could be different species, but the body textures wouldn't change and the head shape couldn't change either. It would also be possible to have the new appearance replace a standard race, but I hadn't thought about that and I don't really see the point. (All elf races are beasts while the humans stay humans? Kinda interesting but a lot of work for I'm-not-sure-what benefit.) In other news, the new male and female morphs are done with a little more expression in the ears and whiskers moving with the face. The new schlong scheme is in place and seems to work, with surprisingly little trouble. The schlongs are distributed on the changed-up races correctly. So matters proceed apace. I'm looking forward to getting a test version out pretty soon, but I'll wait for the heads and feet before I do that.
27X Posted July 25, 2017 Posted July 25, 2017 "sub races" is entirely doable, in fact you can use this and replace the entries to the races you have: http://www.nexusmods.com/skyrim/mods/8720/? Custom meshes, custom textures, even custom perks if you wanted to give yourself another several months of work
Blaze69 Posted July 25, 2017 Posted July 25, 2017 @Bad Dog Question: When you do upload the new stand alone races, or hopefully an All-In-One - "Khajiit Sub-Races" mod with a single plugin (less or single .esp) if possible. ;) The races will technically be khajiits, so will they still be identified as khajiits by NPCs so that it remains lore/player friendely? Depends. If he goes the "multiple custom races" route and adds RaceCompatibility support, then anything that uses RC's tags to identify races will recognize them as Khajiit (IIRC there is a mod somewhere that edits vanilla race-specific dialogue to use those tags), but that's it. Any mods checking for the actual Khajiit race will fail for obvious reasons. Otherwise, if he uses the "Unique Player [insert race here]" method on Khajiits (like the current Tiger and Snow Leopard standalone files do), then yes, everything will recognize the player or any NPC that uses it as a Khajiit, because they are actual vanilla Khajiits, they simply have a custom skin. EDIT: Also IIRC, Blaze mentioned before that it's possible to have a texture slider or something similar when I asked, but not multiple normal maps per-race. Maybe it would be a good idea to have a texture slider per-sub race for Racemenu just in case people make new textures for each sub-race and can swap them in game by just dropping the texture in a specified folder. It's something I'm gonna want to add in "Khajiit Overhaul" and got the idea from "Moonlight Tales." Accept that mod does it in an MC menu. Not really. What is possible is to have different head texture sets (so diffuses, normals and specs) assigned to the race and you can choose any of them you like using the "Complexion" slider in RaceMenu. That is how I managed to offer both the ridged/gilled and the smooth versions of your normal map for the male shark head at the same time. But that's limited to head textures; changing body textures on the fly is not possible, at least not via conventional means like RaceMenu (probably it's possible via advanced scripting), even though it would be great for stuff like this. BTW, what Moonlight Tales does is equip a custom Werewolf skin right after you transform, so in the MCM menu is simply there to choose which specific skin is force-equipped. In fact, if you look closely and/or your setup has a heavy script load, you can see your character getting the default WW skin right after transforming and then being replaced with the custom skin set in the menu. EDIT2: @Blaze69 Maybe once most of the Shark race is finished like the full body model, you can add something like that too. Such as having the option to switch between textures like a leopard shark for example. As said above, great idea, but unfortunately not possible. Though in this specific case since the different variattions/patterns (leopard shark, tiger shark, etc) are basically the same skin with different patterns added to them (spots and stripes, respectively), it should be possible to provide a RaceMenu Overlay set that would add those patterns to the character bodies. But we'll have to look further into it. I was thinking to upload the new races either as an entirely new race, which is pretty typical, in which case only the PC gets to be the new race. Or I could do like the Unique TIger where the PC gets the new appearance but is still treated as a khajiit by everyone else. Honestly, I wouldn't go through the hassle of setting up multiple custom races because, as you say, the PC would be the only one to use them anyway. Also RaceCompatibility tends to get wonky if you add too many custom races to the system at the same time, so it wouldn't help either. I think the best way would be to use the Unique Player system for all of the races. Basically, offer a file with the UP plugin but no assets in its file paths, and then offer different "packs" with each of the different races to fill said paths. Like, for example, in "BadDog's Feline Races" (name is a placeholder, lol, I am sure you can come up with something better than that), you would have a Main download with the Unique Player Khajiit plugin, and then different files with species (Tiger, Snow Leopard, Cheetah, etc.) which when installed fill the asset paths for the UPK system and allows the player to play as the chosen race. This has the added benefit of being able to swap races easily with a simple game reload, specially if you use MO. Say, started with Tiger but want to jump to Sabrelion. Simply deactivate the Tiger package and activate the Sabrelion one, and the player will now use the later's assets when you load the game. Otherwise, you could do as you've done so far and simply offer a complete download per race, i.e. each file including both the plugin and the assets, like your two standalone files do already. I still think it would be better to have them all in the same mod page, though. I don't know how to make a sub-race where the NPCs can have the new appearance and still be khajiits. It is possible to have a range of head textures (diffuse and normal) which could be different species, but the body textures wouldn't change and the head shape couldn't change either. That's pretty easy, you can do it the exact same way as with the player in the Unique Player Khajiit file. Simply assign the custom SkinNaked to the specific NPCs in their NPC data (just like with the player) and give them a custom head with the separate texture set assigned to it. I've done it already myself, and it's easy. In fact I should have a plugin somewhere that adds two of my Lykaios characters to the game using this method without actually requiring the Lykaios race (only its assets): they are technically Khajiit with custom skins and head parts (and they are identified as Khajiit), but they look like "genuine" Lykaios. I can try to find the plugin and send it your way if you want to take a look at it under the hood. It would also be possible to have the new appearance replace a standard race, but I hadn't thought about that and I don't really see the point. (All elf races are beasts while the humans stay humans? Kinda interesting but a lot of work for I'm-not-sure-what benefit.) Maybe some people would like to have more anthros in their Skyrim, but going all-in and leaving no humans/humanoids at all (outside of the player and/or custom followers using standalone races like the Ningheim) would be too much for them. Or at least that's what I would say; I don't really know because I prefer the current setup (all beasts). But yeah, I am not in a hurry to do such a thing either. If people somehow request something like it, maybe it would be worth looking into sometime later down the road, but only 1) after the main mod is updated and 2) if you really want to do it . In other news, the new male and female morphs are done with a little more expression in the ears and whiskers moving with the face. The new schlong scheme is in place and seems to work, with surprisingly little trouble. The schlongs are distributed on the changed-up races correctly. So matters proceed apace. I'm looking forward to getting a test version out pretty soon, but I'll wait for the heads and feet before I do that. Really good to hear! Looking forward to it. Unfortunately chances are it will catch me while I'm away again in August (unless you post it before the 5th; I should be home up to that date), and during that period I will not be able to play or mod, so I won't be able to offer any hands-on technical help, I'm afraid. I should still be able to log in and read/post, though (so make sure to post lots of pics ). But I'll make sure to try it out as soon as I'm back... if the main update doesn't drop before I am back, lol. No pressure, though; take all the time you need .
Bad Dog Posted July 25, 2017 Author Posted July 25, 2017 I don't really understand that custom races mod. Since you can have the same effect but keep vanilla races, why wouldn't you? Giving specific NPCs a different appearance is an interesting possibility, and it's not really hard to write a script to do it. It could assign variants randomly, or according to some criteria. I was thinking at one point about making Reachmen and Bretons look a bit different. Now that they're foxes it would have to be two fox variants--Bretons could be silver foxes, for example. But it's sorta anticlimactic to give them a less colorful variant, and they'd have to have skin tones that wouldn't put the orange tone right back. It would be better if there were striped foxes. The unique races mod I started with actually worked much like you suggest, and had AA variants for every race. But it was more complicated than I needed. I'll probably make it so it's a single download, cuz people are dumb, but have it use the same esp name so you can switch easily.
Blaze69 Posted July 25, 2017 Posted July 25, 2017 I don't really understand that custom races mod. Since you can have the same effect but keep vanilla races, why wouldn't you? Agreed. Custom races require support for stuff like Vampirism and Lycanthropy (arguably provided by RaceCompatibility, but it can still fail specially with several races at once as I said) and are never properly recognized. I mean, the vanilla game has very very few race-exclusive bits, but at least having guards going all "What is it, cat?" does help me fend off the feeling I'm controling some bland generic human which only I see as a Khajiit, lol. Hell, even having something like Soulgem Oven popping out Khajiit milk instead of the generic custom race version is a neat detail, lol . Though to be fair, that mod is pretty old, and I'd say since it took some time for people to figure out how to do the Unique Character thing, it didn't really get picked up until not so long ago. Giving specific NPCs a different appearance is an interesting possibility, and it's not really hard to write a script to do it. It could assign variants randomly, or according to some criteria. I was thinking at one point about making Reachmen and Bretons look a bit different. Now that they're foxes it would have to be two fox variants--Bretons could be silver foxes, for example. But it's sorta anticlimactic to give them a less colorful variant, and they'd have to have skin tones that wouldn't put the orange tone right back. It would be better if there were striped foxes. That would be neat indeed. Don't really have anything to suggest as for what custom skins to give them, though. The Vulpine Race for New Vegas has a Desert Vulpine subrace that seems to be Fennec-ish (as in the real Fennec, Vulpes zerda; not the Skyrim race mod), which could be an option and wouldn't suffer that much from having orange tints, but I'm not sure if it would fit with Reachmen or regular Bretons. They didn't seem out of place in the Mojave, but it's Scandinavia Skyrim we're talking about, so... Otherwise, I guess the "Striped fox" idea sounds good. To make things more unique, how about giving them Thylacine-style stripes? I am aware they don't fit that much (they aren't even distantly related to foxes), but it's something you don't usually see, so it may be worth considering.
Dark_Messiah Posted July 25, 2017 Posted July 25, 2017 Hey there, is Register custom animation events absolutely necessary? it causes the game to start stuttering for me after a while(after like 5 mins) the game ran fine before i installed it along with your mod. Edit: Actually it might be devious devices instead as i've got an error about someone trying to equip conflicting devices and the lag started afterwads. Still, the error happened after installing RCAE and your mod, so i don't know what could be causing the problem here. I'll have to do some testing.
NightroModzz Posted July 25, 2017 Posted July 25, 2017 Just a heads up. I'm giving the leopard heads an update just incase you haven't done anything with them yet. After the female saberlion, I'll do the Kygarra heads. Also, keeping the saberlions heads with slightly edited lips and small ears as a smilodon recourse file. After that, I'm gonna update the base khajiit heads in "Detailed Khajiit Heads" in preparation for "Khajiit Overhaul." Going onwards, I'll make the last of the Khajiit sub-race heads like the tigers and Lions. Then it's on to the fox heads.. Other work in between, like personal and preparation the female full body shark normal. @Bad Dog - Also waiting for the K9 feet test results so I can continue on that.
Bad Dog Posted July 25, 2017 Author Posted July 25, 2017 Fukkit, lost the bubble on those feet. I'll get back to you tonight, I hope. Looking forward to the heads. Not wanting to pressure you, but at some point I'll have to draw a line and what's in is in. I want the tiger heads especially, tho. Where are the leopard heads? Are the latest over on Nexus? I hijacked the cheetah heads for the panthers but if there's a leopard, even an early version, I'll use that. Re the thylacene, striped butts, lol. But if we've got sabretooths I don't know why we shouldn't have thylacenes.
NightroModzz Posted July 25, 2017 Posted July 25, 2017 Looking forward to the heads. Not wanting to pressure you, but at some point I'll have to draw a line and what's in is in. I want the tiger heads especially, tho. Where are the leopard heads? Are the latest over on Nexus? I hijacked the cheetah heads for the panthers but if there's a leopard, even an early version, I'll use that. Re the thylacene, striped butts, lol. But if we've got sabretooths I don't know why we shouldn't have thylacenes. You forgot? This kind of seems like a reoccurring thing. This is like the fourth time reminding you of their existence lol. That was one of the first heads I made and I mentioned multiple times that I use that as a base when making the other cat heads. We also already talked about it replacing the clouded leopard and panther races. Blaze should have gave it to you when he first gave you the Citrus Tri files. Anyways, the female leopard head update is pretty much finished and can probably send both of them updated tonight, but you might not download them until the morning. I mentioned in reply to a comment over there that I won't be uploading the recourse heads until they are all finished and in the mean time, that you (Bad Dog & Blaze69) have early access to them while being made. I guess I can make the tigers before Kygarra and call it done though. Re Thylacene: I guess I can make a head and is similar to the Kygarra and Lykaios. But if I do that, I feel like have to get asked to remake that as well. Making a K9 head opens the door to other similar shaped heads like cats, so I'd rather put those off for a while after the fox and Sergal heads. I think what has been made and has been planned to be made should be satisfying enough for a good while. Plus I just want to finish some mod stuff so I can focus on UE4 stuff. "Not wanting to pressure you, but at some point I'll have to draw a line and what's in is in." ??? I don't quite follow what you mean. To me it sounds like "listen, I'm not going to adopt all your heads and I'm gonna tell you what heads I want prioritized more." Not that I expect you to adopt all the heads I make anyways. Any none-existent YA race head will likely be a new race set up by me and Blaze, or left as a recourse.
Bad Dog Posted July 26, 2017 Author Posted July 26, 2017 Yeah, I have a lot of balls in the air, you may have noticed. If I only had the male I probably forgot because I was waiting on having both. I don't feel strongly about giving Thylacenes unique heads, if I even do them. So don't worry about that. When I said I would have to draw a line, I just meant that I don't know how long it will take you to do those heads and if I get to feeling done I may decide to just ship with what I have. I would love to have the sabreteeth, leopards and tigers, and if you get around to a more cleaned-up hyena that would be nice. Anything beyond that is gravy. I pulled down your K9 feet and I think you should just go ahead and make what you want, dewclaw and all, and I'll make it work. None of the canine races are so patterned that redoing the textures is a huge problem, and I'd rather have the detail. I encourage you to make them even more different from the feline paws if you like: I like that neat, tight look as opposed to the feline paddy-paws. In other news I FIXED MY ENB PROBLEM! The answer turned out to be here: http://www.nexusmods.com/skyrim/mods/33227 So yay.
NightroModzz Posted July 26, 2017 Posted July 26, 2017 Yes, both leopard genders should have been done when Blaze gave you the tri files, but it's all good since they are getting an update. Only the normal map meshes were never made. I think you were busy at the time and just more interested in working with the new digi feet mesh and the upcoming cheetah heads to pay that much attention to the leopards.
Blaze69 Posted July 26, 2017 Posted July 26, 2017 For the record, I never intended to suggest making Thylacines a fully-fledged race; it's just that since BD was looking for some kind of alternate species or skin for the Reachmen/Bretons dichotomy, I thought I might as well suggest the first thing that came to mind. The unique stripe pattern they have is, well, unique, and adding it to the fox textures (maybe alongside some minor edits as well so the stripes are not the only difference) could make for a nice alternate skin for whatever of the two groups get it .
NightroModzz Posted July 26, 2017 Posted July 26, 2017 Updated: Leopard Heads v2 Changes to the chin, lips, nose scaling, ears, seams, and unevenness fixes on the neck under the fur layer.
Dark_Messiah Posted July 26, 2017 Posted July 26, 2017 Hey there, is Register custom animation events absolutely necessary? it causes the game to start stuttering for me after a while(after like 5 mins) the game ran fine before i installed it along with your mod. Edit: Actually it might be devious devices instead as i've got an error about someone trying to equip conflicting devices and the lag started afterwads. Still, the error happened after installing RCAE and your mod, so i don't know what could be causing the problem here. I'll have to do some testing. Ok, upon further testing and wasting 2 hours i figured it out. It is the mod itself that is causing the gradual fps drop. starts at stable 60 and ends up at 15 or lower, i have disabled the mod allowed the game to run for 20 mins without a single fps drop. I'll do some further testing. Turns out it wasn't sos, i can't tell what is causing it... And it doesn't happen immediately either.
Blaze69 Posted July 26, 2017 Posted July 26, 2017 Ok, upon further testing and wasting 2 hours i figured it out. It is the mod itself that is causing the gradual fps drop. starts at stable 60 and ends up at 15 or lower, i have disabled the mod allowed the game to run for 20 mins without a single fps drop. Possible reasons: Something to do with SOS, sexlab aroused option for it and/or a script. I'll do some further testing. Reminds me of the problems I've been having with New Vegas suffering from the same bug. Start at rock-steady 60 FPS in a specific spot, leave the game running for a while (without moving or anything), and get back to a 15 FPS slideshow, lol . In that case it was due to a Project Nevada plugin (and specifically, something about its scripts) that caused a memory leak or something like that. I guess the Gamebryo/Creation engine is prone to that stuff . I haven't experienced the issue myself, but it could very well be due to this mod being a bit too script heavy and driving an already-choking or struggling game past the limit. Anyway, we've talked about looking into script improvements for the Hoodies system, and BadDog has said he would like to get rid if the current setup with the cloak spell altogether, so here's to hoping it's indeed possible. In the meantime, if you could provide further testing, I'm sure it will be useful .
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